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First strike, haste
Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn.
Equip abilities you activate that target this creature cost {3} less to activate.
Reach, haste
Whenever this creature attacks, if defending player has more cards in hand than you, exile the top card of their library. During any turn you attacked with a Rogue, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.
Anax's power is equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.)
Whenever Anax or another nontoken creature you control dies, create a 1/1 red Satyr creature token with "This token can't block." If the creature had power 4 or greater, create two of those tokens instead.
Flying, haste
{2}{R}: This creature gets +2/+0 until end of turn.
Escape—{2}{R}{R}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with a +1/+1 counter on it.
Flash
This spell costs {1} less to cast for each attacking creature you control.
When Embercleave enters, attach it to target creature you control.
Equipped creature gets +1/+1 and has double strike and trample.
Equip {3}
When this artifact enters, exile target card from a graveyard.
{T}, Sacrifice this artifact: Exile each opponent's graveyard.
{1}, {T}, Sacrifice this artifact: Draw a card.
At the beginning of each player's upkeep, this enchantment deals 1 damage to them.
Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player.
{R}: Your opponents can't gain life this turn.
Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled.
At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.
Flying, haste
{2}{R}: This creature gets +2/+0 until end of turn.
Escape—{2}{R}{R}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with a +1/+1 counter on it.
When this creature enters, discard your hand, then draw three cards.
Escape—{R}{R}, Exile eight other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
This creature escapes with a +1/+1 counter on it.